Difference between revisions of "Dream Lord (3.5e Prestige Class)"

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(Better throne: would prefer curses over diseases, but there does not appear to be much of a curse selection. No longer cuts out the DM.)
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[[Summary::The dream master]]
 
 
[[Length::10]]
 
[[Length::10]]
 
[[Minimum Level::5]]
 
[[Minimum Level::5]]
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Ruya Spectres are those who like to captivate others to such a degree that they redefine other’s morals. A ruya spectre ability of possession and control of the animate and inanimate makes them a force to be reckoned with. For when the voices inside your head tell you to stop fighting or you lose control of your hands, the diminutive bug looks a whole lot bigger! People say you have to be moral, you should listen to your conscience - I am your conscience!
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[[Summary::The dream master.]]
  
 
===Becoming a Ruya===
 
===Becoming a Ruya===
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|-
 
|-
 
! Spellcasting:
 
! Spellcasting:
| Must be able to cast [[SRD:Sleep|sleep]] and three creature related divination spells.  
+
| Must be able to cast [[SRD:Sleep|sleep]], and one 2nd level enchantment.
 +
|-
 +
! Spellcasting:
 +
| Must be able to cast two divination spells.
 
|-
 
|-
 
! Special:
 
! Special:
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Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], a ruya may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the ruya decides which spells to prepare from the following list:
 
Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], a ruya may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the ruya decides which spells to prepare from the following list:
  
2nd–; ''[[SRD:Touch of Idiocy|Touch of Idiocy]], [[SRD:Telepathic Bond|Telepathic Bond]], [[SRD:Status|Status]], [[SRD:Scare|Scare]], [[SRD:Phantom Trap|Phantom Trap]], [[SRD:Misdirection|Misdirection]], [[SRD:Minor Image|Minor Image]], [[SRD:Magic Mouth|Magic Mouth]], [[SRD:Hypnotism|Hypnotism]], [[SRD:Hypnotic Pattern|Hypnotic Pattern]], [[SRD:Hideous Laughter|Hideous Laughter]], [[SRD:Doom|Doom]], [[SRD:Detect Thoughts|Detect Thoughts]], [[SRD:Daze Monster|Daze Monster]], [[SRD:Charm Monster|Charm Monster]], [[SRD:Calm Emotions|Calm Emotions]];''
+
2nd–; ''[[SRD:Touch of Idiocy|Touch of Idiocy]], [[SRD:Telepathic Bond|Telepathic Bond]], [[SRD:Status|Status]], [[SRD:Sanctuary|Sanctuary]], [[SRD:Phantom Trap|Phantom Trap]], [[SRD:Minor Image|Minor Image]], [[SRD:Magic Mouth|Magic Mouth]], [[SRD:Hypnotism|Hypnotism]], [[SRD:Hypnotic Pattern|Hypnotic Pattern]], [[SRD:Hideous Laughter|Hideous Laughter]], [[SRD:Detect Thoughts|Detect Thoughts]], [[SRD:Charm Monster|Charm Monster]], [[SRD:Calm Emotions|Calm Emotions]];''
 +
 
 +
3rd–; ''[[SRD:Tongues|Tongues]]*, [[SRD:Suggestion|Suggestion]], [[SRD:Ray of Exhaustion|Ray of Exhaustion]], [[SRD:Mislead|Mislead]], [[SRD:Misdirection|Misdirection]], [[SRD:Major Image|Major Image]], [[SRD:Magic Circle against Evil|Magic Circle against Evil]], [[SRD:Magic Circle against Chaos|Magic Circle against Chaos]], [[SRD:Heroism|Heroism]], [[SRD:Good Hope|Good Hope]], [[SRD:Daylight|Daylight]], [[SRD:Blacklight|Blacklight]];''
  
3rd–; ''[[SRD:Tongues|Tongues]], [[SRD:Suggestion|Suggestion]], [[SRD:Ray of Exhaustion|Ray of Exhaustion]], [[SRD:Mislead|Mislead]], [[SRD:Major Image|Major Image]], [[SRD:Good Hope|Good Hope]], [[SRD:Daylight|Daylight]], [[SRD:Blacklight|Blacklight]];''
+
4th–; ''[[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Phantasmal Killer|Phantasmal Killer]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Illusory Wall|Illusory Wall]], [[SRD:Hallucinatory Terrain|Hallucinatory Terrain]], [[SRD:Fear|Fear]], [[SRD:Crushing Despair|Crushing Despair]], [[SRD:Confusion|Confusion]], [[SRD:Break Enchantment|Break Enchantment]];''
  
4th–; ''[[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Phantasmal Killer|Phantasmal Killer]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Illusory Wall|Illusory Wall]], [[SRD:Hallucinatory Terrain|Hallucinatory Terrain]], [[SRD:Fear|Fear]], [[SRD:Discern Lies|Discern Lies]], [[SRD:Crushing Despair|Crushing Despair]], [[SRD:Confusion|Confusion]], [[SRD:Break Enchantment|Break Enchantment]];''
+
5th–; ''[[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Seeming|Seeming]], [[SRD:Persistent Image|Persistent Image]], [[SRD:Nightmare (Spell)|Nightmare]], [[SRD:Mirage Arcana|Mirage Arcana]], [[SRD:Mind Fog|Mind Fog]], [[SRD:False Vision|False Vision]];''
  
5th–; ''[[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Symbol of Sleep|Symbol of Sleep]], [[SRD:Seeming|Seeming]], [[SRD:Persistent Image|Persistent Image]], [[SRD:Nightmare (Spell)|Nightmare]], [[SRD:Mirage Arcana|Mirage Arcana]], [[SRD:Mind Fog|Mind Fog]], [[SRD:False Vision|False Vision]], [[SRD:Contact Other Plane|Contact Other Plane]];''
+
<!--15+11+9+7=42-->
  
'''{{Anchor|Improved Sleep}}([[Sp]]):''' After much sleep study, ruya have gained an improved ability must like the ''[[SRD:Sleep|sleep]]'' spell. Unlike the normal spell: 1) a ruya may draw in 4HD per class level (40HD at level 10); 2) the area of effect is increased to 25’ (at 5th level it increases again to 50’); 3) ruya gain a +5 bonus to putting a creature to sleep; and 4) sleeping creatures cannot be awakened by nonmagical means before this time expires; 5) creatures who are immune to sleep effects or are sleepless can still be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). All other is left unchanged. This may be done five times per day.  
+
'''{{Anchor|Improved Sleep}}([[Sp]]):''' After much sleep study, ruya have gained an improved ability must like the ''[[SRD:Sleep|sleep]]'' spell. Unlike the normal spell: 1) a ruya may draw in 4HD per class level (40HD at level 10); 2) the area of effect is increased to 25’ (at 5th level it increases again to 50’); 3) ruya gain a +5 bonus to putting a creature to sleep; 4) lasts 2d4x10 minutes; 5) sleeping creatures cannot be awakened by nonmagical means before this time expires; and 6) creatures who are immune to sleep effects or are sleepless can still be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). All other is left unchanged. This may be done five times per day.  
  
 
'''{{Anchor|Sending}}:''' A ruyas keystone abilities relate to manipulating dreams. A ruya dream has some marked differences from an ordinary dream; for one no physical or magical effects or items transfers into the real world; but mental effects and divine interventions can carry over – as does the memory of what happened in the dream. The dreams induced by this class are lucid, not faltering to memory lapses of an ordinary dream. Manipulating a dream taxes the ruyas dream pool, which is equal to two times the sum of their class level and wisdom modifier ((ruya level+Wis modifier)x2). The dream pool is replenished after every dream. For details on the logistics of sendings see [[#Into the Dream|Into the Dream]] below.
 
'''{{Anchor|Sending}}:''' A ruyas keystone abilities relate to manipulating dreams. A ruya dream has some marked differences from an ordinary dream; for one no physical or magical effects or items transfers into the real world; but mental effects and divine interventions can carry over – as does the memory of what happened in the dream. The dreams induced by this class are lucid, not faltering to memory lapses of an ordinary dream. Manipulating a dream taxes the ruyas dream pool, which is equal to two times the sum of their class level and wisdom modifier ((ruya level+Wis modifier)x2). The dream pool is replenished after every dream. For details on the logistics of sendings see [[#Into the Dream|Into the Dream]] below.
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'''{{Anchor|Throne of Dreams}}([[Ex]]):''' A ruya has honed the majesty of dreams to such an extent that they may bring in any creature whose name they know (excluding constructs, oozes, and vermin as before), and who have done a major crime. Base thievery, brawling, vandalism, forgery, dishonesty and the like are not evil enough to be detected by the throne. This may be done twice per day. When sitting in the throne one is granted a +4 wisdom bonus.  
 
'''{{Anchor|Throne of Dreams}}([[Ex]]):''' A ruya has honed the majesty of dreams to such an extent that they may bring in any creature whose name they know (excluding constructs, oozes, and vermin as before), and who have done a major crime. Base thievery, brawling, vandalism, forgery, dishonesty and the like are not evil enough to be detected by the throne. This may be done twice per day. When sitting in the throne one is granted a +4 wisdom bonus.  
  
Yet the throne’s main ability is imparting curses on evildoers. A ruya gains an opportunity whenever a character does an action (or composition of actions) that shift their alignment a step towards Evil or away from Law (after character creation, in effect if one started play with a chaotic evil character, they would be immune). Whenever a ruya gains a opportunity they may roll an opposed wisdom check against the evildoer to confirm the opportunity; on success the evildoer may be cursed by one of the following diseases: [[SRD:Disease#Blinding Sickness|Blinding Sickness]], [[SRD:Disease#Cackle Fever|Cackle Fever]], [[SRD:Disease#Mindfire|Mindfire]], [[Cicada Rabies (3.5e Disease)]], [[Moon Madness (3.5e Disease)]]. This replaces the typical DC check. A ruya can only impart a curse once per day.  
+
Yet the throne’s main ability is imparting curses on evildoers. A ruya gains an opportunity whenever a character does an action (or composition of actions) that shift their alignment a step towards Evil or away from Law (after character creation, in effect if one started play with a chaotic evil character, they would be immune). Whenever a ruya gains a opportunity they may roll an opposed wisdom check against the evildoer to confirm the opportunity; on success the evildoer may be cursed by one of the following diseases: [[SRD:Disease#Cackle Fever|Cackle Fever]], [[Cicada Rabies (3.5e Disease)|Cicada Rabies]], [[SRD:Disease#Mindfire|Mindfire]], [[Moon Madness (3.5e Disease)|Moon Madness]]. This replaces the typical DC check. A ruya can only impart a curse once per day.  
  
 
The throne can be teleported when using the crown; when doing so most restrictions of the crown apply, with the following two exceptions: 1) ruya can remain for up to six hours (or end prematurely); and 2) the weight limit is changed to a volume limit (what can fit on the throne), of eight cubic feet – this includes the space needed for the yatri.  
 
The throne can be teleported when using the crown; when doing so most restrictions of the crown apply, with the following two exceptions: 1) ruya can remain for up to six hours (or end prematurely); and 2) the weight limit is changed to a volume limit (what can fit on the throne), of eight cubic feet – this includes the space needed for the yatri.  
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<!--Removed spells:
 
<!--Removed spells:
*Div: [[SRD:Read Magic|Read Magic]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Identify|Identify]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Detect Secret Doors|Detect Secret Doors]], [[SRD:Detect Law|Detect Law]], [[SRD:Detect Good|Detect Good]], [[SRD:Detect Evil|Detect Evil]], [[SRD:Detect Chaos|Detect Chaos]], [[SRD:See Invisibility|See Invisibility]], [[SRD:Locate Object|Locate Object]], [[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Arcane Sight|Arcane Sight]], [[SRD:Scrying|Scrying]], [[SRD:Locate Creature|Locate Creature]],[[SRD:Detect Scrying|Detect Scrying]], [[SRD:Arcane Eye|Arcane Eye]], [[SRD:Vision|Vision]], [[SRD:Mind Blank|Mind Blank]],  
+
*Div: [[SRD:Read Magic|Read Magic]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Identify|Identify]], [[SRD:Detect Undead|Detect Undead]], [[SRD:See Invisibility|See Invisibility]], [[SRD:Locate Object|Locate Object]], [[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Arcane Sight|Arcane Sight]], [[SRD:Scrying|Scrying]], [[SRD:Detect Scrying|Detect Scrying]], [[SRD:Arcane Eye|Arcane Eye]], [[SRD:Vision|Vision]], [[SRD:Mind Blank|Mind Blank]], [[SRD:Discern Lies|Discern Lies]],  
*Telekinesis: [[SRD:Rope Trick|Rope Trick]], [[SRD:Levitate|Levitate]], [[SRD:Gaseous Form (Spell)|Gaseous Form]], [[SRD:Dimension Door|Dimension Door]], [[SRD:Telekinesis|Telekinesis]], [[SRD:Passwall|Passwall]], [[SRD:Fabricate|Fabricate]], [[SRD:Pyrotechnics|Pyrotechnics]], [[SRD:Quench|Quench]],  
+
*Sleep: [[SRD:Lullaby|Lullaby]], [[SRD:Deep Slumber|Deep Slumber]], [[SRD:Symbol of Sleep|Symbol of Sleep]],  
*Sleep: [[SRD:Lullaby|Lullaby]], [[SRD:Deep Slumber|Deep Slumber]],
+
*Communication: [[SRD:Whispering Wind|Whispering Wind]], [[SRD:Mirror Image|Mirror Image]], [[SRD:Comprehend Languages|Comprehend Language]], [[SRD:Dream|Dream]], [[SRD:Lesser Telepathic Bond|Telepathic Bond, Lesser]], [[SRD:Contact Other Plane|Contact Other Plane]]
*Communication: [[SRD:Whispering Wind|Whispering Wind]], [[SRD:Mirror Image|Mirror Image]], [[SRD:Comprehend Languages|Comprehend Language]], [[SRD:Symbol of Pain|Symbol of Pain]], [[SRD:Dream|Dream]],  
+
*Fear: [[SRD:Scare|Scare]], [[SRD:Doom|Doom]],  
*Other: [[SRD:Teleport|Teleport]], [[SRD:Form of Doom|form of doom]], [[SRD:Spider Climb|Spider Climb]]<sup>2</sup>, [[SRD:Polymorph|Polymorph]]<sup>2</sup>, [[SRD:Charm Monster|Charm Monster]], [[SRD:Baleful Polymorph|Baleful Polymorph]]<sup>2</sup>, [[SRD:Shrink Item|Shrink Item]], [[SRD:Lesser Telepathic Bond|Telepathic Bond, Lesser]], [[SRD:Telepathic Bond|Telepathic Bond]], [[SRD:Dispel Evil|Dispel Evil]], [[SRD:Nondetection|Nondetection]], [[SRD:Feeblemind|Feeblemind]],  
+
*Other: [[SRD:Form of Doom|form of doom]], [[SRD:Spider Climb|Spider Climb]], [[SRD:Polymorph|Polymorph]], [[SRD:Charm Monster|Charm Monster]], [[SRD:Baleful Polymorph|Baleful Polymorph]], [[SRD:Dispel Evil|Dispel Evil]], [[SRD:Nondetection|Nondetection]], [[SRD:Feeblemind|Feeblemind]], [[SRD:Daze Monster|Daze Monster]], [[SRD:Symbol of Pain|Symbol of Pain]],  
 
*low level: [[SRD: Touch of Fatigue|Touch of Fatigue]], [[SRD:Color Spray|Color Spray]], [[SRD:Charm Person|Charm Person]], [[SRD:Cause Fear|Cause Fear]]
 
*low level: [[SRD: Touch of Fatigue|Touch of Fatigue]], [[SRD:Color Spray|Color Spray]], [[SRD:Charm Person|Charm Person]], [[SRD:Cause Fear|Cause Fear]]
 
*high level: [[SRD:Veil|Veil]], [[SRD:Sympathy|Sympathy]], [[SRD:Symbol of Persuasion|Symbol of Persuasion]], [[SRD:Symbol of Fear|Symbol of Fear]], [[SRD:Mass Suggestion|Suggestion, Mass]], [[SRD:Shadow Walk|Shadow Walk]], [[SRD:True Seeing|True Seeing]], [[SRD:Programmed Image|Programmed Image]], [[SRD:Probe Thoughts|Probe Thoughts]], [[SRD:Permanent Image|Permanent Image]], [[SRD:Move Earth|Move Earth]], [[SRD:Legend Lore|Legend Lore]], [[SRD:Irresistible Dance|Irresistible Dance]], [[SRD:Forbiddance|Forbiddance]], [[SRD:Find the Path|Find the Path]], [[SRD:Eyebite|Eyebite]], [[SRD:Plane Shift|Plane Shift]], [[SRD:Control Weather|Control Weather]], [[SRD:Control Water|Control Water]], [[SRD:Antipathy|Antipathy]], [[SRD:Analyze Dweomer|Analyze Dweomer]].''
 
*high level: [[SRD:Veil|Veil]], [[SRD:Sympathy|Sympathy]], [[SRD:Symbol of Persuasion|Symbol of Persuasion]], [[SRD:Symbol of Fear|Symbol of Fear]], [[SRD:Mass Suggestion|Suggestion, Mass]], [[SRD:Shadow Walk|Shadow Walk]], [[SRD:True Seeing|True Seeing]], [[SRD:Programmed Image|Programmed Image]], [[SRD:Probe Thoughts|Probe Thoughts]], [[SRD:Permanent Image|Permanent Image]], [[SRD:Move Earth|Move Earth]], [[SRD:Legend Lore|Legend Lore]], [[SRD:Irresistible Dance|Irresistible Dance]], [[SRD:Forbiddance|Forbiddance]], [[SRD:Find the Path|Find the Path]], [[SRD:Eyebite|Eyebite]], [[SRD:Plane Shift|Plane Shift]], [[SRD:Control Weather|Control Weather]], [[SRD:Control Water|Control Water]], [[SRD:Antipathy|Antipathy]], [[SRD:Analyze Dweomer|Analyze Dweomer]].''

Revision as of 19:16, 26 July 2012

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Dream Mechanics


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Author: Franken Kesey (talk)
Date Created: 7/23/12
Status: Zechariah
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10 5 Poor Poor Poor Other Class Ability=Prepared Spellcasting |Class Ability=Alternate Magic |Class Ability=Other Other

Lawful Neutral Lawful Evil Neutral Neutral Evil Chaotic Neutral Chaotic Evil

Ruya Spectre

What you intend to do to that helpless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.
—Dallia High Elf Ruya Spectre

The dream master.

Becoming a Ruya

Ruya spectres are those who warp the dreams of others. Wisdom is the major ability of this class – if this is not ridiculous you may want to rethink your character creation. Intelligence and charisma are useful for skills; one should have medium dexterity and constitution scores to better protect themselves – yet physical abilities will be replaced when in spirit forms; strength is never used in this class.

Entry Requirements
Alignment: Cannot be Good
Skills: 8 ranks in autohypnosis, concentration and a social skill (bluff, diplomacy or intimidate).
Spellcasting: Must be able to cast sleep, and one 2nd level enchantment.
Spellcasting: Must be able to cast two divination spells.
Special: Must have at least 4 levels in a spellcasting class.

Table: The Ruya Spectre

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 2nd 3rd 4th 5th
1st +0 +0 +0 +1 Improved Sleep, Sending 2
2nd +1 +0 +0 +2 Crystal of Dreams 2 0
3rd +2 +1 +1 +3 Spirit Form (2/day) 3 1
4th +3 +1 +1 +4 3 2
5th +3 +1 +1 +5 Spirit Form (3/day, animal) 3 2 0
6th +4 +2 +2 +6 Crown of Dreams 3 3 1
7th +5 +2 +2 +7 Spirit Form (4/day, plant) 3 3 2
8th +6/+1 +2 +2 +8 3 3 2 0
9th +6/+1 +3 +3 +9 Spirit Form (5/day, Tiny/Huge) 3 3 3 1
10th +7/+2 +3 +3 +10 Throne of Dreams 3 3 3 2

Class Skills (6 + Int modifier per level).
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features

Weapon and Armor Proficiency: A ruya is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Ruya are proficient with light armor and shields (except tower shields). A ruya can cast ruya spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a ruya wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass ruya still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A ruya casts arcane spells which are drawn primarily from the below list. A ruya must choose and prepare her spells ahead of time (see below).

To learn or cast a spell, a ruya must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ruya’s spell is 10 + the spell level + the ruya’s Wisdom modifier.

Like other spellcasters, a ruya can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Ruya. In addition, she receives bonus spells per day if she has a high Wisdom score. When Spells per Day indicates that the ruya gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Unlike a bard or sorcerer, a ruya may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the ruya decides which spells to prepare from the following list:

2nd–; Touch of Idiocy, Telepathic Bond, Status, Sanctuary, Phantom Trap, Minor Image, Magic Mouth, Hypnotism, Hypnotic Pattern, Hideous Laughter, Detect Thoughts, Charm Monster, Calm Emotions;

3rd–; Tongues*, Suggestion, Ray of Exhaustion, Mislead, Misdirection, Major Image, Magic Circle against Evil, Magic Circle against Chaos, Heroism, Good Hope, Daylight, Blacklight;

4th–; Rainbow Pattern, Phantasmal Killer, Modify Memory, Illusory Wall, Hallucinatory Terrain, Fear, Crushing Despair, Confusion, Break Enchantment;

5th–; Waves of Fatigue, Seeming, Persistent Image, Nightmare, Mirage Arcana, Mind Fog, False Vision;


Improved Sleep(Sp): After much sleep study, ruya have gained an improved ability must like the sleep spell. Unlike the normal spell: 1) a ruya may draw in 4HD per class level (40HD at level 10); 2) the area of effect is increased to 25’ (at 5th level it increases again to 50’); 3) ruya gain a +5 bonus to putting a creature to sleep; 4) lasts 2d4x10 minutes; 5) sleeping creatures cannot be awakened by nonmagical means before this time expires; and 6) creatures who are immune to sleep effects or are sleepless can still be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). All other is left unchanged. This may be done five times per day.

Sending: A ruyas keystone abilities relate to manipulating dreams. A ruya dream has some marked differences from an ordinary dream; for one no physical or magical effects or items transfers into the real world; but mental effects and divine interventions can carry over – as does the memory of what happened in the dream. The dreams induced by this class are lucid, not faltering to memory lapses of an ordinary dream. Manipulating a dream taxes the ruyas dream pool, which is equal to two times the sum of their class level and wisdom modifier ((ruya level+Wis modifier)x2). The dream pool is replenished after every dream. For details on the logistics of sendings see Into the Dream below.

A sending can affect those who are immune to sleep effects or are sleepless, but have an added +5 to resist the initial will save. Constructs, Ooze and vermin are immune to dreams created by this class. A Sending is not considered to be evil for the purposes of protect from evil or similar spells (dispel evil, magic circle against evil) – due to the fact that a sending does not force actions or choices on subject in the real world. But break enchantment can dispell a sending, if the caster beats the ruya’s opposed will save after casting.

A sending cannot be done more than once every two sessions!

Crystal of Dreams(Ex): Ruya posses a crystal ball that allows them to find their subjects much easier, the ball acts much like a quasi-scientific version of locate creature spell. Unlike the normal spell: 1) the range is increased to 1 mile per level; 2) can find creatures of specific type or class (but not prestige class); 3) when looking for a specific creature one must have either seen the creature up close, or have one of their personal articles (something they have had for a very long time) to find; and 4) nondetection and water no longer fool (but mislead, polymorph and lead still do). This may be done four times per day. When holding the crystal (it does not need to be activated) one is granted a +1 wisdom bonus.

Spirit Form(Su): At 3rd level, a ruya can shape change into a small, medium or large Elemental (treat like Wild Shape); at 3rd level a ruya can do this twice per day – increasing per day by one every two levels (3 at 5th, 4 at 7th and 5 at 9th). Unlike the wildshape a ruya may not take wild feats to shape change into larger creatures or different types of creatures (other than the below). At 5th level a ruya can shape change into an Animal; at 7th level a ruya can shape change into a Plant; and at 9th level ruya can turn into a tiny or huge creature from one of the above types.

Crown of Dreams(Ex): After much study and experiment on transporting to a subject to instill a dreams, ruya have manufactured a crown of dreams; when worn this crown evokes a benefit much like the teleport spell. Any dreaming creature that the ruya has found with the Crystal of Dreams in the last week, the ruya may teleport to. Unlike the normal spell: 1) one cannot bring along other creatures; 2) one cannot bring more than a medium load; 3) noting that one has located the creature, ones familiarity is generally considered not to be below “seen casually”; and 4) the ruya will transport back to their point of origin (at no cost to per day) one hour later. This may be done three times per day. When wearing the crown (it does not need to be activated) one is granted a +2 wisdom bonus.

Throne of Dreams(Ex): A ruya has honed the majesty of dreams to such an extent that they may bring in any creature whose name they know (excluding constructs, oozes, and vermin as before), and who have done a major crime. Base thievery, brawling, vandalism, forgery, dishonesty and the like are not evil enough to be detected by the throne. This may be done twice per day. When sitting in the throne one is granted a +4 wisdom bonus.

Yet the throne’s main ability is imparting curses on evildoers. A ruya gains an opportunity whenever a character does an action (or composition of actions) that shift their alignment a step towards Evil or away from Law (after character creation, in effect if one started play with a chaotic evil character, they would be immune). Whenever a ruya gains a opportunity they may roll an opposed wisdom check against the evildoer to confirm the opportunity; on success the evildoer may be cursed by one of the following diseases: Cackle Fever, Cicada Rabies, Mindfire, Moon Madness. This replaces the typical DC check. A ruya can only impart a curse once per day.

The throne can be teleported when using the crown; when doing so most restrictions of the crown apply, with the following two exceptions: 1) ruya can remain for up to six hours (or end prematurely); and 2) the weight limit is changed to a volume limit (what can fit on the throne), of eight cubic feet – this includes the space needed for the yatri.

The throne only appears when the ruya wishes it; making it unnecessary for a barbarian or horse to always carry it around. The ruya chooses its shape and material composition at 10th level, this cannot be changed. It takes a full-round action to materialize or dematerialize the throne.

Into the Dream

A dream can be broken down into five parts: 1) creating the dream (this is when you set up the environment, features and creatures of the dream); 2) will save against the subject(s); 3) subjects tactical stage (a 1-10 minute period where the dreamer(s) act); 4) ruya tactical stage (a 2-12 minute period where the ruya activates the dream); 5) subject tactical response (a 1-2 minute period where the dreamer(s) react).

While most ruya use sendings to find allies, or stow confusion or turn enemies; some ruya are inclined to cast sending on even their party members. Should a ruya wish to do so, they can never create a dream that only involves other players; they must always engage at least one NPC or plot related character into the dream (so as to always include the GM).

Stage 1

The ruya first sets up the dream.

Environment: the environment is decided and paid for in the first stage, as the first part of the first stage.

  • No Environments: a ruya can place the dream in a blank environment, covered in complete whiteness for no price to dream pool (making the dream less believable.)
  • Basic Environments: a ruya may select one of the following as the dreams main environment for 2 dream points: dessert, forest, hilly plains or mountain.
  • Advanced Environments: a ruya may select one of the following as the dreams main environment for 5 dream points: aquatic, dungeon, marsh or ruin.

Features: the features are decided and paid for in the first stage, as the second part of the first stage. (A drawn map will help a lot.)

  • Basic Features: basic features cost 2 dream points each, they include: campfire, 2d3 flora (non-rare), hut, rope bridge, trail.
  • Moderate Features: moderate features cost 5 dream points each, they include: Cottage, Flora(rare), Small Pool, Statue, Strong Bridge, Trap and Wall.
  • Greater Features: greater features cost 8 dream points each, they include: Lava River, Mansion, Maze, Tower and the ability to control weather (treat like the spell).

Creatures: the features are decided and paid for in the first stage, as the final part of the first stage.

Stage 2

To enter a dream the ruya must beat the subjects will save by at least five points (this is called the initial will save). (And of course the subject must be sleeping.) When a ruya succeeds at the initial will save, they may decide to add more subjects to the dream. To add subjects the ruya must succeed against the subjects will, with 5 points added to the DC for every subject after first. On failure the ruya brings in all previous successes and begins the dreams third stage.

Stage 3

The 3rd stage is composed of the subject’s actions, simply with an alternative GM. The subjects get a pathfinder round to handle the dream as they wish (more likely than not, they will not know that they are dreaming). After the round completes, it transfers to the dream masters turn.

Stage 4

In the fourth stage the ruya may act in an avatar form (they could have interacted with the subject(s) via creatures, traps and features in the previous round). The avatar is generically of their type and class, but equipment of any sort (that the ruya has seen) can be added to their person at no cost. The ruya has pathfinder round, and an action round that may be used in this period.

Avatar:

  • Creature Type: At 4th level a ruya can change their avatar’s features into a different individual of their species, by selecting their species; or a different species from the following list: Animal, Elemental, Giant, Humanoid, Ooze or Vermin at the cost of 5 dream points. This lasts for the duration of the dream. The ruya gains ½ of all the creatures special abilities (players choice); noting that the dream is of the ruyas creation, this cannot be seen through via true seeing or the like on the part of the subjects. At 7th level a ruya may additionally change into one of the following types, at the cost of 7 dream points: Aberration, Construct, Dragon, Monstrous Humanoid or Plant. At 10th level a ruya may additionally change into one of the following types, at the cost of 10 dream points: Fey, Magical Beast, Outsider or Undead.

Stage 5

The 5th stage is composed of the subjects action round, that reacts the ruya’s rounds. After the completion of stage five, the dreamers awaken to where they were before the dream, with full memory of what occurred therein.

A dream should consist of about 4-24 minute period (depending on party) in game time, which should not take over the whole session. Also remember this can only be done once every two sessions.

Ex-Ruya

There is no such thing as an ex-ruya, once one goes down this road they are forever marked.

Campaign Information

Playing a Ruya

Ruya are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful in the field of battle, controlling the body or mind of their enemies.

Combat: Most ruya leave their bodies in the back (for protection), and control the strongest creature on the opposing side.

Advancement: The options for advancing this class are limitless, adding a physic class works well; a ruya who multiclass in a cajoling or charm focused class, losses no experience to multiclassing.

Resources: Most ruya try to stay away from each other. Once there were a few Ruya groups that had found The Secret. A few books have survived from that ancient time. Should a Ruya ever gain possession of one... well let’s just say it would not be good.

Ruya in the World

I know what you're thinking, I know how to twist you and turn you; but what I do not know is, why you fight back.
—Webster, Ortal Ruya Spectre

NPC Reactions: Many fear the manipulative powers of ruya... or at least until they meet one. Becoming cooed into how benign and victimized ruya really are.

Ruya Lore

Characters with ranks in Knowledge(The planes) can research ruya to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The planes)
DC Result
7 Ruya are very charming and diplomatic.
14 Ruya can enter into others dreams.
21 Ruya can become pseudo-conscience - redefining the morals of their enemies.
30 Specific info on a ruya.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Neutral +, Lawful Evil +, Neutral +, Neutral Evil +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Help Wanted ReasonDream Mechanics +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
Rated ByQwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Bluff +, Concentration +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Intimidate +, Knowledge +, Psicraft +, Sense Motive +, Spellcraft +, Use Magic Device + and Use Psionic Device +
Skill Points6 +
SummaryThe dream master. +
TitleDream Lord +
Will Save ProgressionOther +